Re: [osg-users] [osgPPU] osgPPU with GL3
hybr wrote: > Hi > > It is usable with fixed function pipeline available, this does not prevent > you from using gl 3.2+ in any way > i mean why would you disable fixed finction on pc app if it is still useful > for a whole lot of stuff? (apart from mobile apps with gles) > > Haha that sounds suspiciously like a "but why would you ever want to do that?" answer (i.e. "It only hurts when I laugh Dr", "Then don't laugh"). As it turns out we are locked into the core profile for a lot of reasons, technical reasons like complicated interactions with OpenCL, and management reasons "no deprecated code", faster conversion to mobile, etc. Nevertheless even if I didn't have those requirements I would still take lack of core profile support as a sign that work may not continue on this project, and incorporating it into new code may be ill advised. Although I do not yet have stereo support I've gone ahead and implemented glow with osg cameras and FBOs. osgPPU was probably overkill for me anyway. Thanks, j -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52863#52863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU with GL3
Are you compiling it against an OpenGL 3.2 or higher OSG build? I say abandoned because there was no response to my original post for more then 8 months, and there appears to be no activity in the repository for quite some time. Maybe I'm doing something wrong, but as far as I can tell osgPPU only works for OpenGL < 3.2. I only need one feature anyway which is glow, so I'm working on implementing that with RTT / MRT in OSG directly now. But it would be handy if osgPPU was usable. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52853#52853 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to create glow effect in OSG
I'd love to know the answer to this too, since osgPPU appears to be abandoned. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52848#52848 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPPU] osgPPU with GL3
There's been no response to this for quite some time, so I'm guessing osgPPU is abandoned? I've tried compiling it a number of different ways on a number of different platforms, but it doesn't look like it works any-longer with current OpenGL. Meanwhile any tips on OSG-only glow implementation? The main forum continually refers to osgPPU, but since that's not an option any longer how would one do this? Multitexture plus Multipass? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52847#52847 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get VBO identifier
That's interesting but I'm actually asking *where* in the setup of OSG are you initializing OpenCL? I can't find a post OpenGL setup callback so I'm having to do OpenCL initialization in my geometry object which is strange. I want to know of you have a better place that works to setup the OpenCL context. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49005#49005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get VBO identifier
What do you know, I have the exact same question I was about to post. Sorry I don't have the answer, but I wanted to add my vote to this question. By the way, where are you initializing your OpenCL context? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48999#48999 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Custom platform specific device initilization
So I've been able to get it working by putting the OpenCL context initialization into compileGLObjects for a particular custom geometry, but of course this is not a very good place to put this code. I still can't find any documentation or discussion on standard entry points for setup and display. Is it call backs, is it sub-classing the view, or the camera or some other object? Is there no established way? Digging into osgCompute to see how they did it and it also seem to be implemented in an odd place. They check for CUDA initialization during 'accept' method of node visitor traversal. Very bizarre. So is there really simply no place to hook into the initialization code? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48997#48997 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom platform specific device initilization
I'm working on integrating OpenCL with OSG, and I'm trying to figure out the best with to initialize the OpenCL context. In particular I'm testing initially on windows and I'm trying to grab the hardware device context and wgl contexts using GraphicsWindowWin32 like so: Code: osgViewer::GraphicsWindowWin32* gw = dynamic_cast (camera->getGraphicsContext()); cl_context_properties props[] = { CL_GL_CONTEXT_KHR, (cl_context_properties)gw->getWGLContext(), CL_WGL_HDC_KHR, (cl_context_properties)gw->getHDC(), CL_CONTEXT_PLATFORM, (cl_context_properties)firstPlatformId, 0 }; context = clCreateContext(props, 1, &devices[0], NULL, NULL, &err); However, I can't tell if it's working yet because I can't figure out when to call this initialization. I can't find any post window create callback or other appropriate place to do custom initialization after the window system has been initialized and ready for drawing, but before the first draw calls. If I use a static init in a viewer.done() loop, the OpenCL context can't initialize the GPU device, so perhaps the code above is not the right way to grab the context anyway. Any advice would be much appreciated. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48942#48942 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG OpenCL
So I'm relatively new to OSG and I'm having trouble getting up to speed with all the site outages, and I'm trying to suss out the proper way to use OpenCL with OSG. I see there's been some work with CUDA, but of course that doesn't help. Seems like there are some straightforward ways to do OpenCL as alluded to with this post: compileGLObjects problem (http://forum.openscenegraph.org/viewtopic.php?t=9868) Although this leaves implementation details to the reader. So is this the recommended path to do shared memory OpenCL integration? Any other examples that anyone can point me too? There's surprising little OpenCL discussion on this form, so any help would be much appreciated. Thank you very much any guidance.[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48490#48490 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPPU] osgPPU with GL3
I've tried compiling osgPPU with ~> OpenGL 3.1 osg build but I'm having trouble. Seems osgPPU is not ready for the current OpenGL release? Any plans? Or am I doing it wrong? I really need to do blurs and other effects in our OSG based application. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48488#48488 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] OSX build (not Xcode)
Thanks for info. It would be nice if the build system was updated so that it would test lipo on libraries before using them in the project. 32bit libraries are not uncommon at least on our Macs, so we have to do a lot of hiding of libraries to get OSG to build since cmake will happily point to incompatible 32bit libraries. Nevertheless, we did that and the build works, however, the ffmpeg plugin requires the linker flags that for some reason cmake is not adding, so I have to add them manually to the link.txt file (don't know how to add them in cmake). -lmp3lame -lx264 -lbz2 -lfaad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47025#47025 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] OSX build (not Xcode)
We are trying to build and test OSG. We're not using Xcode, we're using typical command line dev tools. We've been able to solve most of the build errors with ./configure trying to grab 32bit libraries, but this one seems to be missing the library all together. At the 97% mark we get the following errors: [ 97%] Built target osgdb_txp Linking CXX shared module ../../../lib/osgPlugins-3.1.2/osgdb_ffmpeg.so Undefined symbols for architecture x86_64: "_BZ2_bzDecompressInit", referenced from: _matroska_decode_buffer in libavformat.a(matroskadec.o) "_BZ2_bzDecompress", referenced from: _matroska_decode_buffer in libavformat.a(matroskadec.o) "_BZ2_bzDecompressEnd", referenced from: _matroska_decode_buffer in libavformat.a(matroskadec.o) "_NeAACDecOpen", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecClose", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecGetCurrentConfiguration", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecSetConfiguration", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecInit", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecInit2", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecDecode", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_NeAACDecGetErrorMessage", referenced from: _faac_decode_init in libavcodec.a(libfaad.o) "_lame_close", referenced from: _MP3lame_encode_close in libavcodec.a(libmp3lame.o) _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_encode_buffer", referenced from: _MP3lame_encode_frame in libavcodec.a(libmp3lame.o) "_lame_encode_buffer_interleaved", referenced from: _MP3lame_encode_frame in libavcodec.a(libmp3lame.o) "_lame_encode_flush", referenced from: _MP3lame_encode_frame in libavcodec.a(libmp3lame.o) "_lame_init", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_in_samplerate", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_out_samplerate", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_num_channels", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_quality", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_mode", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_brate", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_bWriteVbrTag", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_disable_reservoir", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_init_params", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_get_framesize", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_VBR", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_lame_set_VBR_q", referenced from: _MP3lame_encode_init in libavcodec.a(libmp3lame.o) "_x264_encoder_close", referenced from: _X264_close in libavcodec.a(libx264.o) "_x264_param_default", referenced from: _X264_init in libavcodec.a(libx264.o) "_x264_encoder_open_80", referenced from: _X264_init in libavcodec.a(libx264.o) "_x264_encoder_headers", referenced from: _X264_init in libavcodec.a(libx264.o) "_x264_encoder_encode", referenced from: _X264_frame in libavcodec.a(libx264.o) ld: symbol(s) not found for architecture x86_64 collect2: ld returned 1 exit status make[2]: *** [lib/osgPlugins-3.1.2/osgdb_ffmpeg.so] Error 1 make[1]: *** [src/osgPlugins/ffmpeg/CMakeFiles/osgdb_ffmpeg.dir/all] Error 2 make: *** [all] Error 2 Any tips would be very helpful. Thanks P.S. This is from the latest github master branch (as of evening April 5th 2012). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46914#46914 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org